Search found 25 matches
- Tue Mar 05, 2024 2:28 am
- Forum: Modding help
- Topic: Save file mod syncing does not take into account mod versions
- Replies: 1
- Views: 183
Save file mod syncing does not take into account mod versions
I have two versions of a mod installed locally. If I try to synchronize my mod list to a save file, it will activate the newest version of the mod rather than the version that the save file was actually saved with.
- Sun Oct 15, 2023 7:02 am
- Forum: Logistic Train Network
- Topic: [Fixed] Game crash due to string concat issue
- Replies: 2
- Views: 1296
Re: Game crash due to string concat issue
Looks like this is no longer an issue. Sorry for not getting back to you.
- Wed Oct 04, 2023 3:44 am
- Forum: Resolved Problems and Bugs
- Topic: Factorio headless server returns 1 for a successful exit
- Replies: 2
- Views: 853
Re: Factorio headless server returns 1 for a successful exit
It looks like this can be worked around by setting SuccessExitStatus=1, but it is a bit atypical for a Linux daemon to return 1 on a successful exit.
- Tue Oct 03, 2023 7:18 pm
- Forum: Resolved Problems and Bugs
- Topic: Factorio headless server returns 1 for a successful exit
- Replies: 2
- Views: 853
Factorio headless server returns 1 for a successful exit
Pressing Ctrl-C or sending SIGINT to the factorio headless server returns a 1 instead of 0 for a successful exit. This makes systemd think that the process failed when this is not the case. My current unit file is below: [Unit] Description=Factorio Headless Server [Service] Type=simple WorkingDirect...
- Tue Oct 03, 2023 7:16 pm
- Forum: Technical Help
- Topic: Nagios check for headless server
- Replies: 2
- Views: 627
Re: Nagios check for headless server
I think this could be implemented via RCON: https://pypi.org/project/rcon/
- Thu Apr 06, 2023 8:22 pm
- Forum: Technical Help
- Topic: Nagios check for headless server
- Replies: 2
- Views: 627
Nagios check for headless server
Does anyone know of a method to check for the Factorio Headless server being reachable and online? There are various checks for Minecraft, to see how many players online, looking for something like that.
- Thu Mar 18, 2021 1:07 pm
- Forum: Logistic Train Network
- Topic: [Fixed] Game crash due to string concat issue
- Replies: 2
- Views: 1296
[Fixed] Game crash due to string concat issue
When you connect the roboport with green wire to the power pole, the game will crash. 0eNq9mslu8zYQx9+FZysQd8mHHto+QA+9FYEh24xNVItBUekXBH73UpbjdWhrFCAXw9byE2c4858h5U+yLDuzc7b2ZP5J7KqpWzL/55O0dlMXZX/Mf+wMmZN363wXjsxIXVT9geGK5E+ynxFbr80vMqf71xkxtbfemgFz+PGxqLtqaVy44HS3K2yZrLaFrZPjo2Zk17ThzqbunxpoCaPyR...
- Thu Mar 11, 2021 4:28 am
- Forum: Ideas and Suggestions
- Topic: Fill deconstruction planner via blueprint
- Replies: 0
- Views: 669
Fill deconstruction planner via blueprint
TL;DR Let user pick up a blueprint, then shift-click on an empty deconstruction planner to fill it's whitelist with any entity found in said blueprint. Why ? You want to remove the walls surrounding your base, but not anything you put there manually (like rails/gates) and install a new/better wall.
- Thu Aug 20, 2020 5:54 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 73886
Re: [MOD 0.18] ShinyBobGFX
Could you add graphics replacements for the Bob's fluid burning boilers? I believe they're called "oil-boiler" internally.
- Mon Nov 25, 2019 3:58 pm
- Forum: Duplicates
- Topic: [0.17.64] Crash while laying massive amounts of flooring
- Replies: 7
- Views: 2685
Re: [0.17.64] Crash while laying massive amounts of flooring
Ok now am able to get this very consistently. The bots issue is a red herring. Even with no bots active, just click-dragging down flooring while running will crash the game.
- Thu Nov 14, 2019 12:30 am
- Forum: Duplicates
- Topic: [0.17.64] Crash while laying massive amounts of flooring
- Replies: 7
- Views: 2685
Re: [0.17.64] Crash while laying massive amounts of flooring
I am still getting this error with 0.17.76
- Fri Sep 06, 2019 10:54 am
- Forum: Railway Setups
- Topic: Chunk-aligned modular railway system with LTN Stations
- Replies: 132
- Views: 186767
Re: Chunk-aligned modular railway system with LTN Stations
What are the number signals with huge values in the universal provider station? (0 = -2.1billion, 1 = 1billion, 2 = 0.5billion, etc)
That combinator is not even connected to anything...
That combinator is not even connected to anything...
- Fri Aug 23, 2019 10:24 am
- Forum: Logistic Train Network
- Topic: Stations & other LTN based designs
- Replies: 229
- Views: 263798
Re: Provider/Requester in one stop
Basic Provider & Requester This stop can supply/request any number of items. To prevent timing issues (stop output is some ticks faster than the yellow combinator) it's waiting until train decoding signals are available before sending unloading signals. 2017-05-23-09-44-27-3173806.jpg Pro: - ve...
- Wed Aug 14, 2019 1:20 pm
- Forum: Duplicates
- Topic: [0.17.64] Crash while laying massive amounts of flooring
- Replies: 7
- Views: 2685
Re: [0.17.64] Crash while laying massive amounts of flooring
Possibly. The person who was manually laying wooden floor from his inventory (helping the construction robots get done faster) in the north of the save file, stopped helping at all after the 2nd crash and it didn't crash anymore. I think maybe him laying the floorboards and the personal roboport rob...
- Tue Aug 13, 2019 10:25 pm
- Forum: Duplicates
- Topic: [0.17.64] Crash while laying massive amounts of flooring
- Replies: 7
- Views: 2685
[0.17.64] Crash while laying massive amounts of flooring
This has happened twice now. One player on the multiplayer world is manually laying wooden floorboards (helping out the bots who are instructed to lay floorings). Another player is just moving some belts around.
- Wed Jul 20, 2016 9:30 pm
- Forum: Bob's mods
- Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
- Replies: 96
- Views: 52859
Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Bug maybe? Oversight? Can't convert stone into silicon until Silicon Processing. Can't get Silicon Processing without Green Science packs. Those require mass quantities wood. Bob's Greenhouse requires glass. Glass requires silicon. Greenhouse is required to mass produce wood. Running around manually...
- Mon Sep 07, 2015 1:50 pm
- Forum: Mods
- Topic: [MOD 0.12.x] SimpleTeleporters
- Replies: 81
- Views: 68265
Re: [MOD 0.12.x] SimpleTeleporters
Would be nice if you didn't need to get to purple science before you can start using it, by then you've already concreted your base and have personal armor. Maybe a config option for simpler tech?
- Mon Sep 07, 2015 1:47 pm
- Forum: Mods
- Topic: [MOD 0.12.19] PersonalRoboportFix (0.3.2)
- Replies: 32
- Views: 42598
Re: [MOD 0.12] PersonalRoboportFix (0.2.1) - Disable inside net
Code: Select all
__PersonalRoboportFix__/control.lua:153: god-controller doesn't have an inventory with index(5)
- Mon Aug 24, 2015 3:00 am
- Forum: 5dim's mod
- Topic: Ideas and suggestions
- Replies: 39
- Views: 33501
Re: Ideas and suggestions
Nice mods! Really like the train module.
It would be nice if there was a config.lua to disable certain parts of the modules. i.e.: I want to use DyTech assembly machines, but your inserters and belts.
It would be nice if there was a config.lua to disable certain parts of the modules. i.e.: I want to use DyTech assembly machines, but your inserters and belts.
- Wed Aug 19, 2015 9:58 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 203065
Re: [MOD 0.12.x] Advanced Logistics System
I'm getting the following error when I try to view other radar stations with the Command & Control mod (I think it basically teleports you)
advanced-logistic-system/control.lua:217: attempt to index field 'characater' (a nil value)
https://forums.factorio.com/forum/vie ... 86&t=13338
advanced-logistic-system/control.lua:217: attempt to index field 'characater' (a nil value)
https://forums.factorio.com/forum/vie ... 86&t=13338